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Magic Item Wish List????
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<blockquote data-quote="Falstyr" data-source="post: 4702158" data-attributes="member: 82794"><p>The entire economy is different from 3.x versions. In my eyes it made quite a difference. Just look at the money rewards offered for quests. No longer do you get 1.5platinum pieces offered at lvl4, but more along the lines of 800-1000gp for a 5PC party at lvl 4. In most pre-made campaigns the XP and monetary rewards for a quest are pretty similar.</p><p></p><p>As for other rewards during quests, procession of a lvl, I find it a lot of administration to keep track of it. And there is always so much I that looks interesting for both the story and the PC that it becomes difficult to choose. Wish lists from the players will make it a lot easier to choose. And the use of treasure parcels makes sure that the wishlist is valid for about 4-5 levels. It's not like 1 PC gets lvl 5 magic items each level, but gets different leveled items during several levels.</p><p></p><p>The way you can easily plan ahead with encounters/xp distribution makes it quite simple to decide which item will be given at what time. Making it easy to adjust monsters/foes in the adventure to carry that item without unbalancing the encounter. Because in most of the earlier pre-made adventures the distribution of items isn't that well done I feel.</p><p></p><p>Another money sink is the usual buying/selling of magical items. But in that case I personally prefer only to trade magical/alchemical items with a limited use or are bags of holding. Armor/weapons are still pretty hard to come by in shops and should be in my opinion. When I throw in magical/alchemical items in an adventure which have limited use like exploding bags I don't count them as lvl magic items for a PC, but I will take the monetary value out of the treasure parcel thoug. Like a wand of healing with limited charges will replace all healing potions that would normally be given...as per example of course.</p><p></p><p>Often I use an online random treasure generator and refresh it a few times. It'll show items which I hadn't even thought of, but could be interesting to insert into the adventure. And if they can find an interesting way to use it...well that'll make things more interesting than always giving exactly what they need when they need it.</p></blockquote><p></p>
[QUOTE="Falstyr, post: 4702158, member: 82794"] The entire economy is different from 3.x versions. In my eyes it made quite a difference. Just look at the money rewards offered for quests. No longer do you get 1.5platinum pieces offered at lvl4, but more along the lines of 800-1000gp for a 5PC party at lvl 4. In most pre-made campaigns the XP and monetary rewards for a quest are pretty similar. As for other rewards during quests, procession of a lvl, I find it a lot of administration to keep track of it. And there is always so much I that looks interesting for both the story and the PC that it becomes difficult to choose. Wish lists from the players will make it a lot easier to choose. And the use of treasure parcels makes sure that the wishlist is valid for about 4-5 levels. It's not like 1 PC gets lvl 5 magic items each level, but gets different leveled items during several levels. The way you can easily plan ahead with encounters/xp distribution makes it quite simple to decide which item will be given at what time. Making it easy to adjust monsters/foes in the adventure to carry that item without unbalancing the encounter. Because in most of the earlier pre-made adventures the distribution of items isn't that well done I feel. Another money sink is the usual buying/selling of magical items. But in that case I personally prefer only to trade magical/alchemical items with a limited use or are bags of holding. Armor/weapons are still pretty hard to come by in shops and should be in my opinion. When I throw in magical/alchemical items in an adventure which have limited use like exploding bags I don't count them as lvl magic items for a PC, but I will take the monetary value out of the treasure parcel thoug. Like a wand of healing with limited charges will replace all healing potions that would normally be given...as per example of course. Often I use an online random treasure generator and refresh it a few times. It'll show items which I hadn't even thought of, but could be interesting to insert into the adventure. And if they can find an interesting way to use it...well that'll make things more interesting than always giving exactly what they need when they need it. [/QUOTE]
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